/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef SKYFIRE_OBJECTGRIDLOADER_H
#define SKYFIRE_OBJECTGRIDLOADER_H

#include "Cell.h"
#include "Define.h"
#include "GridDefines.h"
#include "GridLoader.h"
#include "TypeList.h"

class ObjectWorldLoader;

class ObjectGridLoader
{
    friend class ObjectWorldLoader;

public:
    ObjectGridLoader(NGridType& grid, Map* map, const Cell& cell)
        : i_cell(cell), i_grid(grid), i_map(map), i_gameObjects(0), i_creatures(0), i_corpses(0)
    { }

    void Visit(GameObjectMapType& m);
    void Visit(CreatureMapType& m);
    void Visit(CorpseMapType&) const { }
    void Visit(DynamicObjectMapType&) const { }
    void Visit(AreaTriggerMapType&) const { }

    void LoadN(void);

    template<class T> static void SetObjectCell(T* obj, CellCoord const& cellCoord);

private:
    Cell i_cell;
    NGridType& i_grid;
    Map* i_map;
    uint32 i_gameObjects;
    uint32 i_creatures;
    uint32 i_corpses;
};

//Stop the creatures before unloading the NGrid
class ObjectGridStoper
{
public:
    void Visit(CreatureMapType& m);
    template<class T> void Visit(GridRefManager<T>&) { }
};

//Move the foreign creatures back to respawn positions before unloading the NGrid
class ObjectGridEvacuator
{
public:
    void Visit(CreatureMapType& m);
    void Visit(GameObjectMapType& m);
    template<class T> void Visit(GridRefManager<T>&) { }
};

//Clean up and remove from world
class ObjectGridCleaner
{
public:
    template<class T> void Visit(GridRefManager<T>&);
};

//Delete objects before deleting NGrid
class ObjectGridUnloader
{
public:
    template<class T> void Visit(GridRefManager<T>& m);
};
#endif
